A utilização dos jogos no ensino de matemática

The main purpose of this work was to presente the advantages of using games in mathematics teaching, trying to establish the relationship between them and the learning of new mathematical knowledge, through the development of logicaldeductive reasoning, an essential factor for the process. It was tr...

Descripción completa

Detalles Bibliográficos
Autor: Oliveira, Sérvulo Paz de
Tipo de recurso: tesis de maestría
Estado:Versión publicada
Fecha de publicación:2018
País:Brasil
Institución:Universidade Federal Rural do Semi-Árido (UFERSA)
Repositorio:Repositório Digital da Universidade Federal Rural do Semi-Árido (RDU)
Idioma:portugués
OAI Identifier:oai:repositorio.ufersa.edu.br:prefix/5373
Acceso en línea:https://repositorio.ufersa.edu.br/handle/prefix/5373
Access Level:acceso abierto
Palabra clave:Jogos
Resolução de problemas
Raciocínio lógico-dedutivo
Ensino de matemática
Games
Problem solving
Logical-deductive reasoning
Mathematics teaching
CIENCIAS EXATAS E DA TERRA::MATEMATICA
Descripción
Sumario:The main purpose of this work was to presente the advantages of using games in mathematics teaching, trying to establish the relationship between them and the learning of new mathematical knowledge, through the development of logicaldeductive reasoning, an essential factor for the process. It was tried to emphasize the pedagogical role of games when exploring and applying mathematical concepts through the elaboration of problem solving strategies. The use of games in the teaching of mathematics favors learning because it is an activity that occurs in a more relaxed, way stimulates concentration, causing the student to have a greater involvement, enabling the development of personal skills conducive to resolution of problems. It was tried to show that the use of the games in the teaching of mathematics brings to the student a greater motivation, making it to be an active element in its process of teaching learning. Finally, it was shown through the use of two board games and a puzzle, in which way the student could experience mathematical situations and in what way could use them as allies in the acquisition of mathematical knowledge